![]() If we look at Scrap Station or Lost Temple, these long rush distances don't really hamper Terran play as much as they help more Macro based play which is so common amongst Zerg. I think that Terran suffers less than Zerg gains on these maps, so a lot of your concern here is ZvT. So, your question seems to be: What to do when you Can't Rush, but you actually have two questions here and they're actually radically different so I'm going to try and address them separately: Dealing With Large Maps See the image below as a bunker and a tank holds off a much larger force.īy combining the above concepts (walling + scouting) with Terran's natural defensive properties (free bunkers) you can often gain an early advantage and still survive if your opponent attempts to put on early aggression. This leads to a powerful early game expand (generally 1 or 2 Barracks building marines into an expansion). You can often spot vital information (in TvT is there tanks? in TvP colossus? in ZvP roaches? expansion? hydra's?) SCV's are the cheapest Terran unit at 50 minerals, but a scan costs 270 (opportunity cost of not picking a mule).īy combining good scouting with a solid defense your chances of losing to an early rush is significantly diminished.īecause Terran is naturally such a resilient and defensive race, they often have the ability to defend against a much larger opposing force. Instead of getting an expense and potentially vital building structure killed, just send an SCV and watch what kills it. Now that you have safely gained access to the mid-game, as you mentioned the next concern is intelligence.įlying an unused building is also very valuable, however, by the time it actually gets to the opponent they often have the capability of shooting it down. Good game awareness, unit mixture, and repairing the wall can often make the difference between a win and a loss when your wall is hit hard. Terran walls are the most effective early game rush prevention in the game, but that doesn't mean they are invincible. This further increases the defenders advantage making it harder for them to retreat and providing a natural choke on their units. In addition, by walling off the top of your ramp the enemy is forced to post a unit at the top of the ramp just for vision to return fire on your units. ![]() Because supply depots can be raised and lowered like a draw bridge, Terran can create a wall at their ramp that can only be passed by their units. Terran are the most defensive race in the game, and the best at repelling early aggression due to their ability to 'wall off'.
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